Procedural Chunk Generation
Endless Runner Game in Godot
CSGY-GD-5 Team • Game Development
Game Overview
PCG System Architecture
Chunk Selection Algorithm
Weighted probability with speed filtering and repeat avoidance
Weighted Selection Process
Example: Easy chunk (weight=3.0) vs Hard chunk (weight=0.5)
Initial Spawn Tile
To avoid limiting ourselves creatively and to give the player breathing room at the start, we always start with the same tile
Current Chunk Types
Flat Ground
Safe recovery areas
Small Gaps
Basic jump challenges
Long Jumps
Require precise timing
Ramps
Elevation transitions
Extreme Gaps
High-speed challenges
Speed-Based Difficulty
Chunk Connection System
Ensures smooth platform transitions without impossible jumps
Dynamic Generation Triggers
Memory-efficient infinite terrain generation
Collectible Spawning
Coins guide players through optimal jump paths
Key Technical Features
Future Enhancements
Thank You!
Questions?